Rafeinator Posted March 27, 2012 Since my Doomsday engine (1.8.6, I don't use the newer versions) has been bugging out on me, I've been trying out other ones, including ZDoom and PrBoom, but I have to say that Doomsday's still my favorite. The other source ports I've tried all have issues that Doomsday didn't have, like HOM effects and stuff. 0 Quote Share this post Link to post
Gez Posted March 27, 2012 If you prefer Doomsday, you should try Risen3D. Or if you don't, try GZDoom instead of ZDoom, and GLBoom+ instead of PrBoom. 0 Quote Share this post Link to post
Wagi Posted March 29, 2012 Chocolate-Doom for when I feel like classic, Skulltag for when I don't. 0 Quote Share this post Link to post
DaniJ Posted March 29, 2012 Rafeinator said:Since my Doomsday engine (1.8.6, I don't use the newer versions) has been bugging out on me... Why don't you use a newer version? If you have a problem please post about it on the user forums. 0 Quote Share this post Link to post
RjY Posted March 29, 2012 A self-fulfilling prophecy: everyone says PrBoom trunk is dead, nobody uses it, so I'm like, why bother working on it, which makes everyone think its dead, repeat until false ;-) I wasn't a great fan of Proff's idea of having PrBoom+ "take over" the PrBoom name, but I accept that for most it would simply be a reflection of the current status and, as various posters upthread point out, less confusing. I do still work on trunk occasionally but I had sensed most users, at least from Doomworld, had switched/were switching, so my recent changes (fsvo recent ;-) ) are more to make packaging easier for militantly free software distributions, i.e. Debian. But, unless we ever put out another release, I guess they'll stay rotting there in svn... 0 Quote Share this post Link to post
TimeOfDeath Posted March 29, 2012 RjY - [WH]-Wilou84 still uses PrBoom to record demos. :) PrBoom was the first classic-style port that I used. I recorded many demos on it but then people kept telling me to use pr+. Peer Pressure. :/ 0 Quote Share this post Link to post
printz Posted March 29, 2012 TimeOfDeath said:RjY - [WH]-Wilou84 still uses PrBoom to record demos. :)I'm using Eternity to record vanilla Doom demos, so I can test it for bugs. Just what does -vanilla emulate? Lost souls bouncing on floors, or not? So I may know what -complevel it's equivalent to. 0 Quote Share this post Link to post
Kira Posted March 29, 2012 TimeOfDeath said:RjY - [WH]-Wilou84 still uses PrBoom to record demos. :) And every people doing speedruns on the CFD-N because of rules. 0 Quote Share this post Link to post
Phml Posted March 30, 2012 So, what is the point of PrBoom over PrBoom+, anyway? 0 Quote Share this post Link to post
Gez Posted March 30, 2012 There are less TAS features in it, I think. 0 Quote Share this post Link to post
WH-Wilou84 Posted March 30, 2012 Phml said:So, what is the point of PrBoom over PrBoom+, anyway? As far as I'm concerned, while I can appreciate entryway's ( and Eternal's ) efforts to bring many new mapping-related features in PrBoom-plus ( such as support for hi-res textures, .ogg music, fancy OpenGL stuff, a better framerate on large maps etc. ), I'd like my Boom-compatible maps to work with a strict Boom environment. We often see "Boom-compatible" maps which have only been tested with ZDoom and the author assumed that the map worked in Boom as well, only to see that there are numerous errors in them ( blocking corpses, doors not tagged etc. ). Moving to PrBoom-plus would mean moving to a kind of new and evolving "Boom+" mapping standard. As I'd like my maps to be compatible with a large array of ports, I'm not sure I'm ready for this. On the other hand, I must say that PrBoom-plus is the best port for demo enthusiasts, by far. :) I usually stick to my old PrBoom 2.5.0, but PrBoom-plus surely has its uses, most notably for maps that make regular PrBoom go awry ( Sunder, Speed of Doom map 28 etc. ). 0 Quote Share this post Link to post
entryway Posted March 30, 2012 [WH]-Wilou84 said: support for hi-res textures, .ogg music, fancy OpenGL stuff, a better framerate on large maps etc. PrBoom supports OGG music too, hi-res textures do not work without low-res analogues in prboom-plus, and a better framerate is not a good example of "Boom+" mapping standard [WH]-Wilou84 said: Moving to PrBoom-plus would mean moving to a kind of new and evolving "Boom+" mapping standard Moving to PrBoom-plus would mean moving to more comfortable playing and watching demos [WH]-Wilou84 said: I usually stick to my old PrBoom 2.5.0 PrBoom 2.5.0 supports 65534 sidedefs and shows sky correctly on epic.wad map05 (Boom does not), thus you need 2.4.3 or earlier versions to avoid unnecessary Boom+ stuff 0 Quote Share this post Link to post
Graf Zahl Posted March 30, 2012 If you want a 'strict' Boom environment, use Boom! That said, aside from outdated versions, is there even one active port out there that doesn't fix some of Boom's problems? 0 Quote Share this post Link to post
printz Posted March 30, 2012 Graf Zahl said:If you want a 'strict' Boom environment, use Boom!Very well. If you use DOSBox, it works. I've started testing my project in vanilla MBF instead of WinMBF (SDL_mixer problems) or Eternity (some reproducible MBF crashes are fixed in EE) to make sure everything is in order. Only problem, even with DOSBoxed Marine's Best Friend, is that the (Allegro?) sounds are still imperfect. They are noisy, and seem channel-limited (you sometimes hear your player's sounds displaced when they're simultaneous with others'). Is there a possibility that PrBoom+ gets the MBF beta frames available for DEHACKED editing? I'll ask for this in its own thread a few years later when I have something to show off (now I only have DEHACKED and a few unfinished maps). I have several new monsters and decorations that use the MBF beta frames, without needing -beta to work (big thanks to Gez for making me know about those frames!) Unfortunately, using those frames will result in the mod not working in PrBoom+. As a curiosity, the new frames do work in ZDoom (probably also thanks to Gez). 0 Quote Share this post Link to post
Vermil Posted March 30, 2012 Do you really want to muddy Dehacked though. Boom is a bit of a mess of varitants, some with incompatibilities; as is my understanding, Dehacked is comparatively clean. 0 Quote Share this post Link to post
printz Posted March 30, 2012 I'm simply wishing that the MBF complevel in PrBoom+ will be completed :) 0 Quote Share this post Link to post
entryway Posted March 30, 2012 printz said:I'm simply wishing that the MBF complevel in PrBoom+ will be completed :) Any test wad with using beta frames? I ask because PrBoom/+ has all of them in info.c/h // add dummy beta bfg / lost soul frames for dehacked compatibility // fixes bug #1576151 (part 2) {0,0,-1,NULL,S_NULL}, // S_OLDBFG1 {0,0,-1,NULL,S_NULL}, // S_OLDBFG2 bla-bla bla 0 Quote Share this post Link to post
printz Posted March 30, 2012 It does? I'll look for the latest version then. Last time I tried it didn't work, but it's worth verifying that I really did everything else correctly. EDIT: Yes, it works, thank you! I am having a lockup somewhere, but until I know better, it may just be a bug in my DEH. 0 Quote Share this post Link to post
entryway Posted March 30, 2012 printz said:I am having a lockup somewhere, but until I know better, it may just be a bug in my DEH. I think you need to specify all fields to force your DEH to work, because default values for all beta frames are {0,0,-1,NULL,S_NULL} in prboom. Probably I need to fill all of them with correct values. 0 Quote Share this post Link to post
Graf Zahl Posted March 30, 2012 I think that would be a good idea. Even ZDoom has the beta stuff available now so among the common Boom-compatible ports PrBoom is the only one that does not. It sure would allow for more editing options when going the Boom/MBF route. 0 Quote Share this post Link to post
printz Posted March 30, 2012 I wrote that BEX manually, because Whacked2 doesn't read those undocumented frames and things. Also, (currently) neither Eternity does have any functional values for those frames, except for the beta BFG supported from SMMU. 0 Quote Share this post Link to post
Quasar Posted March 30, 2012 printz said:I wrote that BEX manually, because Whacked2 doesn't read those undocumented frames and things. Also, (currently) neither Eternity does have any functional values for those frames, except for the beta BFG supported from SMMU. I do intend to add them back though ;) 0 Quote Share this post Link to post
entryway Posted March 31, 2012 printz said:I wrote that BEX manually, because Whacked2 doesn't read those undocumented frames and things. I've added all missed MBF states, sprites and code-pointers to boom.tbl with HEX editor. Now you can write MBF dehs with Whacked. mbf.cfg and mbf.tbl: http://prboom-plus.sf.net/whacked2_mbf_cfgs.zip 0 Quote Share this post Link to post
printz Posted April 7, 2012 Thank you! I'll be using it now. EDIT: It appears that I'll have to change Thing #142 in my BEX to something else. Maximum thing Dehacked number in PrBoom+ appears to be 141, which is the music changer. If entryway keeps adding features, maybe thing #142 will become available in PrBoom+ anyway :P It's actually less standard after #140 (after the dog). 141 and 142 are shared by MBF and Eternity as the beta BFG shots. In MBF, 143 and 144 are used for the beta treasure items (sceptre and bible). In Eternity, 143 is unused, and 144 is used by the BFG-burst gimmick. Heh. 0 Quote Share this post Link to post
entryway Posted April 7, 2012 I don't understand what is wrong. Do you use the latest test version of prboom+? Post a link to example DEH then. 0 Quote Share this post Link to post
printz Posted April 7, 2012 Well, what I did was that I've browsed INFO.C of prboom-plus-2.5.1.3 and saw this final part of the thing table:#ifdef DOGS // Marine's best friend :) // killough 7/19/98 { // MT_DOGS 888, // doomednum S_DOGS_STND, // spawnstate 500, // spawnhealth S_DOGS_RUN1, // seestate sfx_dgsit, // seesound 8, // reactiontime sfx_dgatk, // attacksound S_DOGS_PAIN, // painstate 180, // painchance sfx_dgpain, // painsound S_DOGS_ATK1, // meleestate 0, // missilestate S_DOGS_DIE1, // deathstate S_NULL, // xdeathstate sfx_dgdth, // deathsound 10, // speed 12*FRACUNIT, // radius 28*FRACUNIT, // height 100, // mass 0, // damage sfx_dgact, // activesound MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags S_DOGS_RAISE1 // raisestate }, #endif // MUSINFO lump { // MT_MUSICSOURCE 14164, // doomednum S_TNT1, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate S_NULL, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed 16, // radius 16, // height 100, // mass 0, // damage sfx_None, // activesound MF_NOBLOCKMAP, // flags S_NULL // raisestate }, }; Considering that the dog is thing #140, the only object after it -- the music changer -- will be #141. Instead of the music changer (which didn't exist back then), MBF uses four things for its beta emulation (from MBF's info.c): pastebin link, so its final thing # is 144. However, I'm not requesting you to add 3 dummy things :) They're already differently defined from port to port. 0 Quote Share this post Link to post
Graf Zahl Posted April 7, 2012 I think they should be unified from port to port, along with the states and code pointers MBF adds. That would provide some real options that can be used in mods targetting PrBoom, Eternity and ZDoom. 0 Quote Share this post Link to post
entryway Posted April 7, 2012 printz said:I'm not requesting you to add 3 dummy things :) They're already differently defined from port to port. All these things were added a week ago. Use the latest build http://prboom-plus.sourceforge.net/history.html 0 Quote Share this post Link to post
Vermil Posted April 7, 2012 Graf Zahl said:I think they should be unified from port to port, along with the states and code pointers MBF adds. There are more basic things that aren't unified between ports. For instance Doomsday, ZDoom, Vavoom and EDGE all have different heights for a bunch of scenery mobs. A few of which are not small. I haven't looked at other ports yet. 0 Quote Share this post Link to post
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